We are happy to announce the release of the official Horde3D scene editor developed by Volker Wiendl from the University of Augsburg. Currently the tool acts as an intuitive interface for composing Horde scenes and a productive way of developing and previewing shaders. Some of the key features are:

- Interface for creating and modifying Horde3D scene graph files- Instant resource reloading for files modified outside the editor making it possible to use the editor for shader development- LUA scripting support for rapid prototying of small applications directly in the editor- Powerful plugin architecture for integration of game engine functionality and executing game code, physics, etc. directly in the editor- Cross-platform compatibility- Open-source code released under the GPL

After some delay due to internal changes in Horde3D (you are not allowed to use setResourcePath before you called init anymore ), I can finally release the 0.5.0 version of the editor. Most changes have been done in the pipeline handling, the material settings and the debug geometry.

There is now a gizmo indicating the center of gravity of the current object, that can be also used for translation changes on the object's local axes.
The transformation of an object can now be changed similar to the way blender handles it. Only the shortcuts are different. We are using T for translate, R for rotate and E for scaling.

The navigation of the camera changed also a little bit. While w,a,s,d remained the main navigation keys, you can now also strafe around by pressing the CTRL-key and holding the left mouse button pressed within the context view.

I didn't manage to locate another more appropriate thread for this but ...

Volker, you deserve some mad props for the tools/editor. Qt/MFC/Wx/whatever it doesn't matter, tool development is insane. Toiling on my own toolset in MFC for a work influenced by your GE development, I can say it's not an easy task and most of it is backend work, dealing with splitters/accelerators/making windows behave like it should/etc (buddha forbid I mention the madness of fonts, colors, reporting, etc) and all sorts of things that aren't even the core of the application. Then, you get the bug/issue reports ... and woes begin.

I developed exactly one complex MFC application in an internship some years ago, and it was absolutely horrible. Use Qt and everything is easy and you get platform independence for free.

BTW: I talked to some people at the university and they want to start to port the GameEngine to beta 4 in two weeks. I think I will then start porting the editor too. I already started it, but haven't a compilable version yet.

I just started looking at Horde3D, beta 4 of the engine and 0.8 of the editor.But I can't open the sample scene files from the engine in the editor.I guess it's because the editor has not been updated to the latest engine release.Are there any plans of updating the editor? If yes, any indication of when to expect a new release?

The editor for beta 4 is in the Community Branch SVN. There is no official release yet, since the new shader format is not yet integrated. But opening a scene should be possible, because we already tested that with the sample scenes in the CB.

That's something that would need some major refactoring because multiple parts of the editor are based on the assumption that only one object can be selected at a time. So I guess I can't offer you a near time schedule when I will be able to implement something like that. Although it would be a great feature of course. Maybe someone else who has a bit more spare time than me wants to dig into the editors source code.

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